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HomeHome / Total War SAGA: Thrones of Britannia / Circenn / Technologies / Civil
Circenn Circenn Technologies

Civil

PLACEHOLDER - THIS SHOULD NOT BE SHOWN IF YOU SEE THIS TELL LAURA

Civil
No. Technology research_points cost_per_round Requires Effects Enables
1 Arenas Civil Tier 2
Arenas
Encouraging men to fight each other for sport is one way to make them better at it! Expanding or establishing more garrisons will provide participants for arena events, in turn raising our standards of martial skill.
0 False Messengers Fist Fighters
2 Tools Civil Tier 2
Tools
Tools are vital for progress, but their manufacture requires a solid understanding of metallurgy. Acquiring or improving blacksmith facilities will advance our knowledge sufficiently to develop toolmakers.
0 False Specialised Builders Toolmaker
3 Mills Civil Tier 2
Mills
Harnessing the energy of the elements for agricultural and industrial processes is only possible with mill buildings. Acquiring more facilities to store grain will necessitate the construction of such buildings to process it.
0 False Regional Traditions Watermill
4 Hubbub Civil Tier 11
Hubbub
No civilisation ever became great without first applying a rule of law. Acquiring or improving facilities that allow for the better administration of justice will earn us renown, or at least keep the rabble under control!
0 False
    +25 Fame (faction_to_faction_own_unseen)
Strong Leader
5 Libraries Civil Tier 11
Libraries
Books enable the safeguarding of knowledge, but are mostly the responsibility of religious institutions. Acquiring or improving monasteries will result in enough men of the cloth being available to run libraries.
0 False Artistic Advancements Library
6 Taverns Civil Tier 11
Taverns
Public houses bolster social cohesion across all social classes, but tavern landlords prefer doing business in more populated areas. Acquiring or improving marketplaces will attract larger crowds onto our lands.
0 False Reduced Tariffs Tavern
7 Artistic Advancements Civil Tier 12
Artistic Advancements
Entertainment from the arts should not just be accessible by the privileged few. Encouraging the practice and indulgence in pastimes such as music and theatre throughout society will result in a more gratified populace.
0 False Libraries
    +1 (all regions)
Scholars' Quarters
8 Reduced Tariffs Civil Tier 12
Reduced Tariffs
The freedom to openly exchange products and resources is crucial to the prosperity of any kingdom. Decreasing all tariffs levied on both exports and imports will result in less trade restrictions, benefiting the economy overall.
0 False Taverns
    +10% Trade (factionwide)
Market Fairs
9 Strong Leader Civil Tier 12
Strong Leader
A strong and stable leadership is not possible without a strong and stable leader. Implementing a firmly managed hierarchy beneath those at the top will keep the nobles in line, reducing losses from corruption.
0 False Hubbub
    -10% Corruption (all provinces)
Honourable Leader
10 Scholars' Quarters Civil Tier 13
Scholars' Quarters
A written record of history and scripture ensures greater foresight and learning in society. Designating quarters for full-time scholars will enable us to employ scribes to record all such knowledge with ink and quill.
0 False Artistic Advancements Church Music Scribes
11 Market Fairs Civil Tier 13
Market Fairs
Every opportunity to increase commercial activity should be exploited for the financial prosperity of the people. Decreeing the establishment of market fairs across the land will give our economy a significant boost.
0 False Reduced Tariffs Open Trading Rights Market Cross
12 Honourable Leader Civil Tier 13
Honourable Leader
Any non-hostile outlander who respects the local laws should be considered an equal. Decreeing the fair treatment of all law-abiding visitors to our lands will increase our standing amongst other kingdoms.
0 False Strong Leader
    +30 Fame (faction_to_faction_own_unseen)
Tithes
13 Open Trading Rights Civil Tier 14
Open Trading Rights
The ultimate goal of any merchant is to increase profits, otherwise known as the profit motive. Removing limits on the number of vendors selling the same goods will encourage competition and bolster our marketplaces.
0 False Market Fairs
    +15% (MARKET) (all regions)
Cultural Osmosis
14 Tithes Civil Tier 14
Tithes
Nothing in this world is certain, except for death and taxes. Introducing a tithe system across our lands to take a small amount of our people’s produce, incomes, and crop yields will swell our coffers with additional wealth.
0 False Honourable Leader
    +10% (all regions)
Sacred King
15 Church Music Civil Tier 14
Church Music
Music and singing is one way that people feel closer to God, more so than the traditional monotonal chanting of monks. Encouraging churches to involve hymns and music in their congregations will increase their influence.
0 False Scholars' Quarters
    +3 XP for generals per turn (faction_to_faction_own_unseen)
    +1 (all regions)
Church Care
16 Sacred King Civil Tier 15
Sacred King
Mere mortals are ordinary men, but kings and leaders are ordained by God! Ordering all monks, priors, and bishops to use their influence to help legitimise our leadership will see us wield more political influence.
0 False Tithes
    +1 Influence (all characters)
    +1 Loyalty (all characters)
True Sovereignty
17 Church Care Civil Tier 15
Church Care
People value their relationship with God, and churches encourage their charitable nature. Keeping religious buildings maintained will help bolster the faith of the masses, thus increasing tithe contributions.
0 False Church Music
    +15% (CHURCH) (all regions)
Educated Nobles
18 Cultural Osmosis Civil Tier 15
Cultural Osmosis
One people of many shared traditions, cultivated for the benefit of all. Preserving the best aspects of our culture, while absorbing the best aspects of others, will make us a civilisation to be reckoned with!
0 False Open Trading Rights
    +20 Legitimacy (faction_to_faction_own_unseen)
Trade Summits
19 True Sovereignty Civil Tier 16
True Sovereignty
History shall be written by the victors, and victors we shall be. Establishing our place in this world, whether by war or diplomacy, will mean our sovereignty shall never be in question. We shall prevail!
0 False Sacred King
    Major diplomatic penalty towards all other factions (faction_to_faction_own_unseen)
    +20 Legitimacy (faction_to_faction_own_unseen)
20 Educated Nobles Civil Tier 16
Educated Nobles
When nobles know how to think logically and rationally, it also benefits everyone beneath them. Providing our lords with education opportunities will reap such benefits for the advancement of our entire society.
0 False Church Care
    -1 Zeal (all characters)
    +35% Research rate (faction_to_faction_own_unseen)
21 Trade Summits Civil Tier 16
Trade Summits
Foreign trade keeps your friends close, and can turn enemies into friends. By organising regular liaisons between merchant guilds and traders in foreign kingdoms, political relationships can also be improved.
0 False Cultural Osmosis
    +5% Enemy campaign movement range (faction_to_force_enemy_own_territory)
    Minor diplomatic bonus towards all other factions (faction_to_faction_own_unseen)
22 Specialised Builders Civil Tier 3
Specialised Builders
Without the right expertise, erecting buildings can quickly become costly and time-consuming. Assigning dedicated builders to all our settlements will result in cheaper and more efficient construction methods.
0 False Tools
    -10% Construction cost for Villages and secondary slot buildings (all regions)
Road Networks
23 Regional Traditions Civil Tier 3
Regional Traditions
A landowner knows his own patch better than his neighbours, and they know theirs better than he. Gathering knowledge of all local agricultural customs will improve our armies’ abilities to live off the land while on campaign.
0 False Mills
    +5 Supplies in own or allied territory (all armies)
Irrigation
24 Messengers Civil Tier 3
Messengers
Effective communication is sometimes the difference between victory and defeat. Dispatching military messengers to keep armies aware of each other’s whereabouts will make them more able to reinforce each other.
0 False Arenas
    +25% Reinforcement range (all characters)
Systematic Raiding
25 Irrigation Civil Tier 4
Irrigation
The lifeblood of the soil should be channelled far and wide to its greatest effect. Developing ways to distribute water more expansively from its sources will provide hydration for the land and quench the thirst of the people.
0 False Regional Traditions
    +1 (all regions)
Estates
26 Systematic Raiding Civil Tier 4
Systematic Raiding
When in lands ripe with plunder, a methodical pillaging never goes amiss. Instructing our armies to prioritise the most profitable targets first when raiding will result in more valuable loot accumulated in less time.
0 False Messengers
    +10% Raiding income (all armies)
Picking at the Carcasses
27 Road Networks Civil Tier 4
Road Networks
The shortest distance between two points is a well-built and well-maintained road. Investing time into improving the quality of our road infrastructure will enable troops to move with more haste across our lands.
0 False Specialised Builders
    +50% Road development (all regions)
Master Builders
28 Estates Civil Tier 5
Estates
The king’s estates make work for idle hands. Re-establishing the manorial system will occupy people who might otherwise be dissident, putting them to work on estates to be bequeathed to our most favoured nobles.
0 False Irrigation Rural Enterprises Villa Estate
29 Picking at the Carcasses Civil Tier 5
Picking at the Carcasses
Sacking and pillaging may increase our infamy, but will also yield wealth and riches. Instructing our armies to leave no carcass unturned when looting defeated enemy settlements will increase our spoils of war.
0 False Systematic Raiding
    +10% Sacking income (all characters)
Conquerors
30 Master Builders Civil Tier 5
Master Builders
Whether a great hall, fortress, marketplace, or monastery, all towns are nucleated by a single important location. Employing expert builders will ensure that only the most efficient practices are used to improve such places.
0 False Road Networks
    -10% Construction cost for primary slot buildings (all regions)
Specialised Industries
31 Conquerors Civil Tier 6
Conquerors
Bleed the enemy hovels dry - take the valuables, and destroy everything else! Encouraging more looting, theft, and property destruction within breached enemy settlements will increase our spoils of war.
0 False Picking at the Carcasses
    +100 Income for every 10% damage caused to settlements during a battle (faction_to_faction_own_unseen)
    %-n (all regions)
Warlord's Power
32 Specialised Industries Civil Tier 6
Specialised Industries
A lack of specialist knowledge in different industrial processes can mean the full potential of natural resources is not reaped. Acquiring such knowledge of the best methods will increase the profits of industry.
0 False Master Builders
    +15% (INDUSTRY) (all regions)
Emissaries
33 Rural Enterprises Civil Tier 6
Rural Enterprises
The lay of our land can be profited from, but we must discover the best ways to manage our rural and coastal enterprises. Adopting the latest farming, hunting, and fishing practices will increase the bounties of soil and sea.
0 False Estates
    +15% (FARM) (all regions)
Fertile Lands
34 Emissaries Civil Tier 7
Emissaries
To amicably reach out across borders is to increase the likelihood of making friends rather than enemies. Training emissaries to make peaceful contact with other kingdoms will improve our diplomatic relationships.
0 False Specialised Industries
    Minor diplomatic bonus towards all other factions (faction_to_faction_own_unseen)
    +5 Enemy supplies (faction_to_force_enemy_own_territory)
35 Fertile Lands Civil Tier 7
Fertile Lands
Having a sufficiently nourished populace keeps the wheels of war, industry, and progress turning. Devising the best methods to produce and distribute foodstuffs will help us keep our people and armies fed.
0 False Rural Enterprises
    +20% Food production (all regions)
    +5% Upkeep cost for all units (all armies)
36 Warlord's Power Civil Tier 7
Warlord's Power
In the most arduous campaigns, victory is more easily achieved by constantly whetting the people’s appetite for the fight. Advising our war leaders in demagoguery will enable them to help us rile up the masses for war.
0 False Conquerors
    +5% Corruption (all provinces)
    +2 War fervour per turn (at war) (faction_to_faction_own_unseen)
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